foliage

Ground cover grown by the GPU (no object per blade): lawn grass with real blades, meadows with wild flowers, flower beds, clover, pebbles, fallen leaves, reeds, ferns, weeds. Grows on this object's mesh or terrain, on the object named in `on`, or on a flat `area`; painted density, erase/trample strokes and scatter rules (leaves under trees, weeds by walls). Sways in the wind; thins and fades with distance.

In scene text

foliage { kind "…"  on "…"  area (0, 1, 0) }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 26

FieldTypeUnit / rangeWhat it does
kindtext—.
ontext—The object it grows on (exact name); empty: this object's mesh, or `area`.
area(x, y, z)mFlat patch (x by z meters) centred here, when there is no mesh and no `on`.
densitynumberper m2, 0 … 400Plants per square meter before painting and distance thinning.
heightnumberm, 0.01 … 4Average height.
color_rootcolour (r, g, b)—Base color (sRGB).
color_tipcolour (r, g, b)—Tip color (sRGB).
accentslist of text—Petal colors "r g b" (sRGB 0...1) for flowers and meadows; empty: the kind's palette.
drynessnumber0 … 1Dry straw through broad patches.
patchinessnumber0 … 1Clumps and bare patches.
windnumber0 … 3Sway strength (with the scene's wind).
distancenumberm, 5 … 150Grows out to this far from the camera.
seednumber0 … 1.67772e+07Placement variation.
styletext—realistic, or cartoon (chunky toon tufts).
under_treesnumber0 … 1Rule: more of it under tree and bush crowns (leaf litter, shade plants).
swaystrue / false—Kind mesh: the models sway in the wind like plants (ferns, herbs); off, they lie still (litter).
by_wallsnumber0 … 1Rule: more of it in a strip along walls, fences and rocks (weeds).
by_waternumber0 … 1Rule: more of it along shores, just above the water (reeds, pebbles).
only_rulestrue / false—Grows only where a rule calls for it.
in_clearingsnumber0 … 1Forest rule: keeps to the forests' clearings and meadows, none under their canopy (meadow grass, flowers).
under_forestnumber0 … 1Forest rule: keeps to the ground under the forests' canopy, none in their clearings (leaf litter, ferns, fallen branches).
patch_sizenumberm, 0 … 200Noise clumping: size of the patches it grows in; 0 = the kind's own.
scale_by_noisenumber0 … 1Plants grow bigger toward a patch's middle, smaller at its edge.
meshtext—
align_to_slopenumber0 … 1Kind mesh: how far pieces tilt to lie on a slope.
atlastext—
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